Page 174 - DnD_5e_Players_Handbook_(BnW_OCR)
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O t h e r  A c t i v i t y   o n  Y o u r  T u r n  On your turn, you can move a distance up to your
                      Your turn can include a variety of flourishes that require   speed. You can use as much or as little of your speed as
                      neither your action nor your move.                you like on your turn, following the rules here.
                       You can com m unicate however you are able, through   Your movement can include jumping, climbing, and
                      brief utterances and gestures, as you take your turn.  swimming. These different m odes of movement can
                       You can also interact with one object or feature of the   be com bined with walking, or they can constitute your
                      environment for free, during either your move or your   entire move. However you’re moving, you deduct the
                      action. For example, you could open a door during your   distance of each part of your move from  your speed until
                      move as you stride toward a foe, or you could draw your   it is used up or until you are done moving.
                      weapon as part of the sam e action you use to attack.  The “Special Types of Movement’’ section in
                       If you want to interact with a second object, you need   chapter 8 gives the particulars for jumping, climbing,
                      to use your action. S om e magic items and other special   and swimming.
                      objects always require an action to use, as stated
                      in their descriptions.                            B r e a k i n g   U p  Y o u r   M o v e
                       The DM might require you to use an action for any   You can break up your movement on your turn, using
                      of these activities w hen it needs special care or when it   som e of your speed before and after your action. For
                      presents an unusual obstacle. For instance, the DM   example, if you have a speed of 30 feet, you can move
                      could reasonably expect you to use an action to open a   10 feet, take your action, and then move 20 feet.
                      stuck door or turn a crank to lower a drawbridge.
                                                                        M o v i n g   b e t w e e n  A t t a c k s
                      R e a c t i o n s                                 If you take an action that includes m ore than one
                                                                        weapon attack, you can break up your movement even
                      Certain special abilities, spells, and situations allow
                                                                        further by moving between those attacks. For example,
                      you to take a special action called a reaction. A reaction
                                                                        a fighter w ho can make two attacks with the Extra
                      is an instant response to a trigger of som e kind, which
                                                                        Attack feature and who has a speed of 25 feet could
                      can occur on your turn or on som eone else’s. The
                                                                        move  10 feet, make an attack, move  15 feet, and then
                      opportunity attack, described later in this chapter, is the
                                                                        attack again.
                      most com m on type of reaction.
                       W hen you take a reaction, you can’t take another one
                                                                        U s in g   D i f f e r e n t   S p e e d s
                      until the start of your next turn. If the reaction interrupts
                                                                        If you have m ore than one speed, such as your walking
                      another creature’s turn, that creature can continue its
                                                                        speed and a flying speed, you can switch back and forth
                      turn right after the reaction.
                                                                       between your speeds during your move. W henever you
                                                                       switch, subtract the distance you've already m oved from
                      M o v e m e n t  a n d   Po s it io n            the new speed. The result determines how much farther
                      In combat, characters and m onsters are in constant   you can move. If the result is 0 or less, you can’t use the
                      motion, often using movement and position to gain   new speed during the current move.
                     the upper hand.                                     For example, if you have a speed of 30 and a flying
                                                                        speed of 60 because a wizard cast the fly spell on you,
                       I n t e r a c t i n g   w i t h   O b j e c t s   A r o u n d   Y o u  you could fly 20 feet, then walk 10 feet, and then leap
                                                                        into the air to fly 30 feet more.
                       Here are a few examples of the sorts of thing you can do in
                      tandem with your movement and action:
                                                                        D i f f i c u l t   T e r r a i n
                       • draw or sheathe a sword


                       • open or close a door                           Combat rarely takes place in bare room s or on

                       • withdraw a potion from your backpack          featureless plains. Boulder-strewn caverns, briar-

                       • pick up a dropped axe                         choked forests, treacherous staircases—the setting of

                       • take a bauble from a table                    a typical fight contains difficult terrain.
                       • remove a ring from your finger                  Every foot of movement in difficult terrain costs 1


                       • stuff some food into your mouth
                                                                       extra foot. This rule is true even if multiple things in
                       • plant a banner in the ground

                                                                       a space count as difficult terrain.
                       • fish a few coins from your belt pouch

                       • drink all the ale in a flagon                   Low  furniture, rubble, undergrowth, steep stairs,

                                                                       snow, and shallow bogs are examples o f difficult terrain.

                       • throw a lever or a switch
                       • pull a torch from a sconce                    The space of another creature, whether hostile or not,

                       • take a book from a shelf you can  reach       also counts as difficult terrain.

                      • extinguish a small flame


                      • don a mask                                     B e i n g   P r o n e

                      • pull the hood of your cloak up and over your head
                                                                       Combatants often find themselves lying on the ground,

                      • put your ear to a door
                                                                       either because they are knocked down or because they
                      • kick a small stone

                                                                       throw themselves down. In the game, they are prone,
                      • turn a key in a lock


                      • tap the floor with a  10-foot pole             a condition described in appendix A.

                      • hand an  item to another character               You can drop prone without using any of your
                                                                       speed. Standing up takes m ore effort; doing so costs
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